Batman is dead. With so few words, Gotham Knights is instantly intriguing. What does Gotham look like without its Dark Knight perched over the rotten city? What do his nemeses--many of whom exist in some way because Batman did--do without him? Most importantly, what impact does his death have on Robin, Batgirl, Nightwing, and Red Hood, the so-called Bat-family? Their leader's sudden demise leaves a massive hole in the heart of Gotham, and Gotham Knights is the story of sidekicks stepping out from his shadow. Although the new guard fares well from a narrative standpoint, the gameplay systems built to serve their 30-hour campaign to reclaim Gotham let the team down.
This isn't an Arkham game, though Gotham Knights does use the beloved series as a jumping-off point. In a totally open-world version of Gotham City, the Bat-family will still spend much of their time swooping down on enemies from gargoyles overhead and chain attacks with stylish combat moves as they dispatch packs of gangsters. They'll still crawl through vents to get the drop on baddies who are feeling empowered by Batman's sudden departure. The open world is also structurally familiar in the way it carries the player through the game. It is full of icons ranging from main story beats to one-off time trials and challenges, so at first glance this version of Gotham doesn't seem all that different from other versions of it, or other open-world games for that matter.
Though it looks the part, with its stark class divide, constant crime sprees, and neo-noirish intentions, patrolling the urban sprawl is sadly a chore. Because Gotham Knights trades the tried-and-true action-adventure roots of recent Batman games for a loot-focused brawler, the cadence of action foregoes compelling storylines that complement the main campaign for rote and repetitive street brawls that reward you with crafting resources. The game starts really strong, with several authored story missions that feel nearly as big and bold as you'd expect, given the last 15 years of Gotham-set games. After that intro, however, the game settles into unremarkable and unfilling gameplay loops driven by awkward games-as-a-service design principles.Continue Reading at GameSpot